Quote:
Originally Posted by stefanhendriks
I still don't see the point. I don't think the RunPlayerMove function has anything to do with this.
THe engine sees an entity that tries to open a door. Simple.
Try this, run a game, and open a door. And when you open the door, walk to it, face it , and keep pressing forward. It will work.
Now, let a bot try this. It will work aswell, why? Because there is nothing changed in the whole 'way of opening a door'. You simply 'push' it. The engine does not give a damn if its a fake client or not here. (it would not make sense).
For opening doors, i have seen RB succeed lots of times. The only failures are because doors are already open (and thus the connection is not valid), so that needs improvement. But the process of opening a closed (not using a button) door is not a problem for RB.
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Heck, I just tried realbot and shockingly, this problem doesn't happen at all !!! although I swear it DOES with all the other bots I tried previously.
This problem happens less with swinging doors like in cs_militia, because the doors open in front of the bot (as long as the bot is FACING the door and not trying to run backwards to it). But with sliding doors, the bounding boxes of the door and a podbot DO collide.
That's the reason why Austin wrote plugins to remove all doors in all maps for his bot servers, because bots could not navigate them fluently. Campers only had to sit behind a door, wait for a bot to come by and spray bullets at a stuck bot.
*********LAST MINUTE BREAKING NEWS**********
I HAVE FOUND WHY!!! it's because of that aimbug fix bug from Paulo-La-Frite again !! And since we talked about it some time ago you already gave a solution and fixed all the angle bug problems in RealBot already. That's why your bot is not affected. Lucky ole man